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  1. Stuart Black is a specialist in the field of graphic art and has become well known for his profile illustrations of locomotives and aircraft. Stuart's artwork has evolved from his early association with the railways and a flying career in the RAF.

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  2. Stuart Black. See Photos. View the profiles of people named Stuart Black. Join Facebook to connect with Stuart Black and others you may know. Facebook gives people the power to...

  3. 22. Okt. 2012 · Enemy Front - Designer Stuart Black verlässt das Team, neues Konzept für den Shooter. Der Designer Stuart Black ist ab sofort nicht mehr Mitglied des Entwickler-Teams von dem Shooter Enemy...

    • Wargamer: When Did Rules Design Work Start on 10th Edition?
    • What Key Goals Did You Set For The Edition?
    • How Much Design Time Was Spent Doing Math-Hammer on Spreadsheets?
    • How Many Hours of Tabletop Playtesting Went Into 10th Edition?
    • 10th Edition 40K Seems Less Lethal Than Ninth – Why Is That?
    • With Detachments Gone, How Have You Made Battleline Units Compelling Choices?
    • What Sources Outside Warhammer 40K Inspired You When Working on This Edition?
    • What Was The Toughest Part of The Design to Get Right?
    • What Are You Most Proud of from The 10th Edition Design?

    Stuart Black:Summer 2021 was when work started in earnest, especially on the Core Rules. But we always have an eye on future codexes and editions.

    Our biggest goal was to improve the accessibility of the game, and ‘simplified not simple’ was part of that. We also wanted to put the emphasis firmly on the miniatures and their datasheets – players should be able to know what a miniature can do from looking at it. Too many layered rules break that connection, creating the feeling that all the rul...

    A lot! We use a whole bunch of tools when designing a new edition, especially when working on the datasheets for the Indexes. There are well over 1000 units in 40k, with a vast range of weapons. We used some basic statistical and probability-based tools, as well as some more sophisticated techniques to help us tune things so the right weapons are g...

    Too many to count. We have a wonderful bunch of volunteers out in the community, from top-table players to more hobby-orientated teams, as well as in-house resources. These teams all test for different elements – we want a game that is fun and fair for all levels of player. Some teams help us get the feel of a unit right, others try to break things...

    A lethal game rewards certain play styles, strategies or techniques. For example, a key part of previous editions was the concept of trading – a unit moves onto an objective to score it, then the opponent kills it and takes the objective with a unit that then dies, and so on back and forth. There is nothing wrong with this dynamic, but I think it i...

    We have looked at every unit in the game, identified its role within its faction, and written rules for it to reinforce that role. Battleline units do tend to have higher Objective Control (OC) values than other units, they can each be taken six times in a force rather than three, but most importantly they’ll each have a rule or ability that makes ...

    Whilst most of the inspiration comes from 35+ years of 40k rules and lore, we are always thinking about how to make the best experiences for our players. As the wider world of gaming becomes better understood and the underlying theories of fun and games design become more codified, inspiration can come from all kinds of things outside of miniature ...

    The two toughest areas are balancing the need for simplicity and accessibility with depth and long-term engagement, and keeping the rules fun, balanced and aligned with the background.

    Cheesy – but I am most proud of the awesome team that worked so hard to make this edition of our favourite game!

  4. 26. Apr. 2010 · Keith Stuart. The creator of Black and Bodycount talks about his approach to game design – and what's going on with the modern first-person shooter... Mon 26 Apr 2010 05.46 EDT. E arlier this...

  5. 12. Okt. 2012 · Erneuter Tapetenwechsel: Stuart Black verlässt City Interactive. Black-Schöpfer nimmt erneut während der Entwicklung seinen Hut, Veränderungen an Enemy Front.

  6. Stuart Black Studio. 1,070 likes · 1 talking about this. Precision artwork and illustrations featuring trains, planes and automobiles.